The Merge: Agents and Powers Chapter 2: Agents Abroad
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
"I agree that we should proceed a little further as we can do it without impaling ourselves," says Lilly, indicating the semi-path through the spikes. "Maybe even find the two we are looking for. And leave from further on should we need to..."
OOC: Lilly's not carrying anything organic. Apart from a whole lot of ingrained muck!
OOC: Lilly's not carrying anything organic. Apart from a whole lot of ingrained muck!
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
ooc
Amy gave her lunch to the homeless guy. She is carrying water though.
Amy gave her lunch to the homeless guy. She is carrying water though.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
-
- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
ooc Adeleth is not carrying anything organic but her body.
"I doubt we will find the two we're looking for along this path," Adeleth says with a sigh.
"I doubt we will find the two we're looking for along this path," Adeleth says with a sigh.
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
"Perhaps," replies Lilly. "But in that case where else have they gone?"
-
- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
"If they aren't dead already, they have powers we weren't told about," Adeleth says. "Or worse, they fit in with denizens of this places so well the don't get accosted by them."
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
"You may be right, though I hope you are not," agrees Lilly. "Should we meet them we should be extremely cautious if nothing else."
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
Amy
"Agreed. Anyone in this place is suspect." she sighed. "Does that look like a particularly nasty throat to you guys?"
ooc
Do clothes count as organic? Wool/cotton etc is from animals aaand since they're living, then the entire gang except for Torque is organic.
Life you know.
"Agreed. Anyone in this place is suspect." she sighed. "Does that look like a particularly nasty throat to you guys?"
ooc
Do clothes count as organic? Wool/cotton etc is from animals aaand since they're living, then the entire gang except for Torque is organic.
Life you know.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
-
- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
// I know. I meant things like apples etc. Anything that is made from once-living organic material (not hair).
So, do you proceed forward?
So, do you proceed forward?
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
OOC: I think so...
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
OOC - have we been sloshing in water? If so, Torque probably has some organic residue on him. Otherwise, nope.
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document
-
- Posts: 3349
- Joined: Sun Dec 11, 2016 8:48 am
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
Slowly, you make your way forward, ducking under and avoiding the spikes whenever possible. Eventually, you come upon a fork in the corridor, with two signs on the wall, one pointing to the left, reading " GENERATORRAUM" (Engine Room), the one to the right reading " WAFFENKAMMER U. PORTALLABORE" (Weapons room and Portal labs).
-
- Posts: 3815
- Joined: Sat Feb 09, 2019 7:59 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
"Right seems to be where we want to go," Adeleth says. "But should we go left first so there are fewer unknowns when we reach the portal lab?"
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
Torque
Condition: Normal
HP: 1
"Portal Rooms.... Well, that's not ominous or anything." Torque says, sounding rather deadpan. "Not that I want to cause harm to anyone, but we should probably pay close attention to the weapons area before getting sucked into a portal."
Condition: Normal
HP: 1
"Portal Rooms.... Well, that's not ominous or anything." Torque says, sounding rather deadpan. "Not that I want to cause harm to anyone, but we should probably pay close attention to the weapons area before getting sucked into a portal."
Bladewind's 3ed M&M BuildsThorpocalypse wrote: ↑Sun Oct 07, 2018 6:01 pm Building to be comics "accurate" is different than building to run a PC or building something to challenge a group.
The Merge Setting document
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
Amy
"The Engine room is probably what's powering this entire thing. If it's malfunctiong, the answers we seek are probably there. We should probably take pictures and document everything." the girl offered. "I'm just guessing here."
"The Engine room is probably what's powering this entire thing. If it's malfunctiong, the answers we seek are probably there. We should probably take pictures and document everything." the girl offered. "I'm just guessing here."
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
Kirinke's Conversions (D&D Items to M&M3E Rules)
Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
- Tony Jones
- Posts: 3170
- Joined: Tue Oct 22, 2019 8:54 pm
Re: The Merge: Agents and Powers Chapter 2: Agents Abroad
"I agree left is probably best," chips in Lilly. "Though who knows what kind of 'engines' are there."